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Garrett Eastman

PLOS ONE: Teaching the Blind to Find Their Way by Playing Video Games - 0 views

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    Abstract: "Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world."
Garrett Eastman

Bubble Popper: Body Contact in Digital Games - 0 views

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    From the abstract: "we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without t he need to sense body contact. Through reflecting on our design and analyzing observations of play , we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display c an have on body contact. Our results aid game designers in creat ing engaging exertion game s by guiding them when considering body contact, ultimately helping players benef it more from engaging exertion games."
Garrett Eastman

A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
Garrett Eastman

Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re- search eld. We present a system that automatically gen- erates an interactive ction (IF) by learning from crowd- sourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal prece- dence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery"
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

The Gaming Revolution: A Comprehensive Evaluation of the Virtual World - 0 views

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    From the introduction: "The staggering growth of violent video games in recent years raises important socio - psychological questions concerning the relationship between the civilian population, the military , and the phenomenon of violence . This thesis is based on interviews with active - duty soldiers , veterans, psychologists and gamers alike, conducting original research to gain a better understanding of the lasting ramifications of this popular genre. Many studies have outlined the negative consequences of viole nt video games, but this mor e comprehensive analysis of the medium will show a more balanced picture of the true implications of this growing phenomenon . As I will demonstrate, the growth of video games is a net benefit for society. Video games as a growing new media - and a rapidly expanding part of our culture - are not to be purely defined by the overly - negative rhetoric that has been popularized by syndicated news and the public eye, as there are so much more "nutritious" benefits games have to offer to society."
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

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    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
Garrett Eastman

Experience-based Exploration of Complex Energy Systems - 0 views

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    Abstract: "In our energy-restricted world, planners and engineers have to cope with problems of CO2 emissions and oil- and gas-shortages. Many planning activities not captured under the heading of "futures studies" share common goals like dealing with an uncertain, complex future. We focus on two novel approaches: agent-based modelling and serious games. These approaches, even though they stem from the same general systems theory roots, allow its users to experience "reality" in different ways. This has implications for when and how to use these methods in scanning future developments and how these are communicated."
Garrett Eastman

Standing up and falling down: balance as an interface - 0 views

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    Abstract: "This is a paper that details the issues and problems of the process of implementing a surfing experience simulation - a surfing game. The central issue is using a person's sense of balance as the primary interface controller for a game: this paper details the process the project went through in implementing such an interface, as well as a few games which use it, included for demonstration purposes. The motivation for creating this game came from a discussion of how to integrate an active element of sense of balance into a game interface. This paper also briefly discusses the human-computer interaction (HCI) issues of new interfaces, focused on the recent shift in electronic trends away from the "classical" WIMP (windows, icons, menus and pointing device) design, toward forms of HCI which emulate more closely the natural relationship between a human body and its surroundings."
Garrett Eastman

InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation - 0 views

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    From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive. Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed. Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies. Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
Garrett Eastman

3D GAME-BASED LEARNING SYSTEM FOR IMPROVING LEARNING ACHIEVEMENT IN SOFTWARE ENGINEERING CURRICULUM - 0 views

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    Abstract: "The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped into the game to provide a scenario learning environment. After implementation of quasi-experimental design, the pre-test and post-test results shown that 3D game-based learning system with software engineering curriculum could achieve a better learning achievement and motivation than using traditional instruction. The statistical test displayed that learning motivations of students have significant impact on learning achievement, and learning achievements of students with game-based learning are better than those who use traditional face-to-face teaching. After re-checked the questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to learners' curiosity and immersion in learning activity. And the results show that 80% students are satisfaction, and 83% students are confidence for the course learning after use the game-based learning system. Lastly, the research results could provide to related educators as references"
Garrett Eastman

Interview Findings on Middle Schoolers' Collaboration in Self - Organizing Game Design Teams - 0 views

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    "Abstract: U nderstanding how younger students can learn to collaborate , and affordances of the learning environment that can effectively support this , are critical questions for knowledge sharing, networking and innovation in education. E xploratory research results o n emergent middle schooler collaborative activity in a guided discovery - based learning program are reported . Students in self - organizing game design teams experience certain challenges (e.g., version control), and innovat e solutions. Some indicate meta - knowledge development and socialization gains. We conclude with ongoing questions."
Garrett Eastman

Design and Implementation of Mobile Educational Games: Networks for Innovation - 0 views

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    P. 158 in a long document. Abstract: " 157 Chapter 8Design and Implementation of Mobile Educational Games: Networks for Innovation Rob Harrap 1 , Sylvie Daniel 2 , Michael Power 3 , Joshua Pearce 4 , Nicholas Hedley 5 1 Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca 2 Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca 3 Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca 4 Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu 5 Simon Fraser University, Department of Geographyhedley@sfu.ca Abstract :" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
Garrett Eastman

From information consuming to participating: game-design supporting learning experiences in museums - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

Introducing Serious Games with Wikis: Empowering the Teacher with simple Technologies - 0 views

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    Abstract: "Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This paper explores to what extent a simple serious game scenario that can be easily adopted and adapted by individual teachers and that only uses a common, relatively simple technology can leverage the adoption of serious games. It discusses the design of such a game, Argument, based on a Wiki and its use in a 6 weeks trial by students of a Master of Learning Sciences Programme. The results indicate that, even though a Wiki has clear limitations, it is a useful instrument to build game alike educational activities, to gain experience with and as a first step to use (more) complex serious games."
Garrett Eastman

The Late Modern Hero's Quest for Meaning - A case study on the psychological construction of meaning and play, ritualization, and, quests in video games in late modern Sweden. - 0 views

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    "This essay focuses on two cases studies that include two game designers' views of meaning- making construction in games and an analysis of their corresponding games. This is placed in relation to the late modern Sweden context. The study examines how the designers conceive purposeful play by employing a multi-disciplinary approach consisting of Pruyser's three-world model, Bell's ritualization framework, and, Howard's quest theory. Such a study is relevant due to the new ways meaning-making is actively produced within games and contributes to the understanding of meaning-making in late modern Sweden."
Garrett Eastman

Situational games; a white paper - 0 views

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    Abstract "In this white paper we introduce Situational Games (sitgames). Situational games are played for a reason, on the spot, and in interac- tion with the actual situation at that spot. We argue that the elementary properties of sitgames make them suitable for rst class serious digital games with quanti able results. Situation provides a point of reference for the assessment of events and discourse, while interaction (gaming) provides the necessary active attitude to actually achieve a change in behaviour. Both are occasions of \the book is better than the movie".
Garrett Eastman

WaterBall: The Exergaming Design for Rehabilitation of the Elderly - 0 views

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    "This study applied the concept of closed chain exercise to WaterBall, which combines rehabilitation exercises with a digital game. By using WaterBall, the elderly can enjoy the benefits of both entertainment and rehabilitation. In addition, WaterBall provides multi-touch control, is easy to use, and have the potential to improve physical activity in older adults The elderly can play the game intuitively. WaterBall Exergaming was used by 52 residents of an elderly community, and they reported that WaterBall offers exercise and fitness, enhances the efficiency of exercises, and provides entertainment and interaction."
Garrett Eastman

MUSICAL RHYTHM How musical rhythm in a serious game can increase the immersion and how the immersion can encourage the rehabilitation process - 0 views

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    Abstract: "People with motor disabilities have a limitation or a loss of capacity carrying out activities considered as normal for human beings. This may incline the relationship with the society and thus it is essential for these people to undergo therapeutic treatments. However, rehabilitation is a tedious process that often fails due to that patients drop treatment. For this reason, this thesis investigates if music in a serious game for rehabilitation can make the experience to become more engaging and, accordingly, whether positive experiences from playing such a game can encourage the rehabilitation process of a patient i.e. to make the rehabilitation process less tedious for the patient. The results, based on a pilot study conducted in a rehabilitation center, indicates that this is the case and further research on the matter is suggested."
Garrett Eastman

A Survey of Variation Techniques for Repetitive Games Music - 0 views

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    Abstract: "How much time will a player spend in an interactive scene? For the majority of game scenarios this is impossible to predict. Therefore, their musical accompaniment is usually disposed to continuously loop until player interaction triggers a change. This approach involves an existential danger: Sooner or later the player becomes aware of the repetitive character of the ambience design; the game scenario emerges as a mere mechanical arrangement and loses much of its integrity. In this survey paper we systematize and discuss the common approaches to conceal musical repetition. Furthermore, we complement them by a number of approaches that incorporate arrangement techniques, aspects of expressive music performance, and generative variation methods that work actively against repetitiveness."
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